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		<title>BTerrain</title>
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		<h1>BTerrain</h1>
		<p>Inherites from <a href="BShape.html">BShape</a></p>
		<p id="resume"></p>
		<h2>public</h2>
		<table id="public"><tr><td align="right"></td><td><a href="#BTerrain()">BTerrain</a>();</td></tr>
			<tr><td align="right"></td><td><a href="#BTerrain(const BString&)">BTerrain</a>(const BString& name);</td></tr>
			<tr><td align="right"></td><td><a href="#BTerrain(BReal, BReal,int,int)">BTerrain</a>(BReal width, BReal height, int column = 1, int row = 1);</td></tr>
			<tr><td align="right"></td><td><a href="#BTerrain(const BTerrain&)">BTerrain</a>(const BTerrain& other);</td></tr>
			<tr><td align="right"></td><td><a href="#~BTerrain()">~BTerrain</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#copy(const BShape&)">copy</a>(const BShape& other);</td></tr>
			<tr><td align="right">virtual BShape* </td><td><a href="#clone()">clone</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setOptimized(bool)">setOptimized</a>(bool optimized);</td></tr>
			<tr><td align="right">bool </td><td><a href="#optimized()">optimized</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAlign(Align)">setAlign</a>(Align align);</td></tr>
			<tr><td align="right">Align </td><td><a href="#align()">align</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setWidth(BReal)">setWidth</a>(BReal width);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#width()">width</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setHeight(BReal)">setHeight</a>(BReal height);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#height()">height</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setSkirtHeight(BReal)">setSkirtHeight</a>(BReal skirtHeight);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#skirtHeight()">skirtHeight</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setElevation(const BRealTable&)">setElevation</a>(const BRealTable& elevation);</td></tr>
			<tr><td align="right">const BRealTable& </td><td><a href="#elevation()">elevation</a>() const;</td></tr>
			<tr><td align="right">BRealTable& </td><td><a href="#elevation()">elevation</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setVertices(BVectorArray*)">setVertices</a>(BVectorArray* vertices);</td></tr>
			<tr><td align="right">const BVectorArray* </td><td><a href="#vertices()">vertices</a>() const;</td></tr>
			<tr><td align="right">BVectorArray* </td><td><a href="#vertices()">vertices</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setNormals(BVectorArray*)">setNormals</a>(BVectorArray* normals);</td></tr>
			<tr><td align="right">const BVectorArray* </td><td><a href="#normals()">normals</a>() const;</td></tr>
			<tr><td align="right">BVectorArray* </td><td><a href="#normals()">normals</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setColors(BColorArray*)">setColors</a>(BColorArray* colors);</td></tr>
			<tr><td align="right">const BColorArray* </td><td><a href="#colors()">colors</a>() const;</td></tr>
			<tr><td align="right">BColorArray* </td><td><a href="#colors()">colors</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setTexCoords(BCoordArray*,int)">setTexCoords</a>(BCoordArray* texCoords, int unit = 0);</td></tr>
			<tr><td align="right">const BCoordArray* </td><td><a href="#texCoords(int)">texCoords</a>(int unit = 0) const;</td></tr>
			<tr><td align="right">BCoordArray* </td><td><a href="#texCoords(int)">texCoords</a>(int unit = 0);</td></tr>
			<tr><td align="right">void </td><td><a href="#setIndices(BIndexArray*)">setIndices</a>(BIndexArray* indices);</td></tr>
			<tr><td align="right">const BIndexArray* </td><td><a href="#indices()">indices</a>() const;</td></tr>
			<tr><td align="right">BIndexArray* </td><td><a href="#indices()">indices</a>();</td></tr>
			<tr><td align="right">bool </td><td><a href="#empty()">empty</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#smooth()">smooth</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#reverse()">reverse</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#clear()">clear</a>();</td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#query(const BString&, BValue&)">query</a>(const BString& text, BValue& value) const;</td></tr>
		</table>
		<h2>protected</h2>
		<table id="protected"><tr><td align="right">virtual void </td><td><a href="#refresh(BBox&)">refresh</a>(BBox& box);</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#render(BRender&)">render</a>(BRender& render);</td></tr>
		</table>
		<div id="desc">
			<h2>Detailed Description : </h2>
		</div>
		<h2 id="docs">Member Documentation</h2>
		<div id="BTerrain()">
			<h3>BTerrain();</h3>
		</div>
		<div id="BTerrain(const BString&)">
			<h3>BTerrain(const BString& name);</h3>
		</div>
		<div id="BTerrain(BReal, BReal,int,int)">
			<h3>BTerrain(BReal width, BReal height, int column = 1, int row = 1);</h3>
		</div>
		<div id="BTerrain(const BTerrain&)">
			<h3>BTerrain(const BTerrain& other);</h3>
		</div>
		<div id="~BTerrain()">
			<h3>~BTerrain();</h3>
		</div>
		<div id="copy(const BShape&)">
			<h3>virtual void copy(const BShape& other);</h3>
		</div>
		<div id="clone()">
			<h3>virtual BShape* clone() const;</h3>
		</div>
		<div id="setOptimized(bool)">
			<h3>void setOptimized(bool optimized);</h3>
		</div>
		<div id="optimized()">
			<h3>bool optimized() const;</h3>
		</div>
		<div id="setAlign(Align)">
			<h3>void setAlign(Align align);</h3>
		</div>
		<div id="align()">
			<h3>Align align() const;</h3>
		</div>
		<div id="setWidth(BReal)">
			<h3>void setWidth(BReal width);</h3>
		</div>
		<div id="width()">
			<h3>BReal width() const;</h3>
		</div>
		<div id="setHeight(BReal)">
			<h3>void setHeight(BReal height);</h3>
		</div>
		<div id="height()">
			<h3>BReal height() const;</h3>
		</div>
		<div id="setSkirtHeight(BReal)">
			<h3>void setSkirtHeight(BReal skirtHeight);</h3>
		</div>
		<div id="skirtHeight()">
			<h3>BReal skirtHeight() const;</h3>
		</div>
		<div id="setElevation(const BRealTable&)">
			<h3>void setElevation(const BRealTable& elevation);</h3>
		</div>
		<div id="elevation()">
			<h3>const BRealTable& elevation() const;</h3>
		</div>
		<div id="elevation()">
			<h3>BRealTable& elevation();</h3>
		</div>
		<div id="setVertices(BVectorArray*)">
			<h3>void setVertices(BVectorArray* vertices);</h3>
		</div>
		<div id="vertices()">
			<h3>const BVectorArray* vertices() const;</h3>
		</div>
		<div id="vertices()">
			<h3>BVectorArray* vertices();</h3>
		</div>
		<div id="setNormals(BVectorArray*)">
			<h3>void setNormals(BVectorArray* normals);</h3>
		</div>
		<div id="normals()">
			<h3>const BVectorArray* normals() const;</h3>
		</div>
		<div id="normals()">
			<h3>BVectorArray* normals();</h3>
		</div>
		<div id="setColors(BColorArray*)">
			<h3>void setColors(BColorArray* colors);</h3>
		</div>
		<div id="colors()">
			<h3>const BColorArray* colors() const;</h3>
		</div>
		<div id="colors()">
			<h3>BColorArray* colors();</h3>
		</div>
		<div id="setTexCoords(BCoordArray*,int)">
			<h3>void setTexCoords(BCoordArray* texCoords, int unit = 0);</h3>
		</div>
		<div id="texCoords(int)">
			<h3>const BCoordArray* texCoords(int unit = 0) const;</h3>
		</div>
		<div id="texCoords(int)">
			<h3>BCoordArray* texCoords(int unit = 0);</h3>
		</div>
		<div id="setIndices(BIndexArray*)">
			<h3>void setIndices(BIndexArray* indices);</h3>
		</div>
		<div id="indices()">
			<h3>const BIndexArray* indices() const;</h3>
		</div>
		<div id="indices()">
			<h3>BIndexArray* indices();</h3>
		</div>
		<div id="empty()">
			<h3>bool empty() const;</h3>
		</div>
		<div id="smooth()">
			<h3>void smooth();</h3>
		</div>
		<div id="reverse()">
			<h3>void reverse();</h3>
		</div>
		<div id="clear()">
			<h3>virtual void clear();</h3>
		</div>
		<div id="query(const BString&, BValue&)">
			<h3>virtual bool query(const BString& text, BValue& value) const;</h3>
		</div>
		<div id="refresh(BBox&)">
			<h3 id="refresh(BBox&)">virtual void refresh(BBox& box);</h3>
		</div>
		<div id="render(BRender&)">
			<h3 id="render(BRender&)">virtual void render(BRender& render);</h3>
		</div>
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